Updated weapon logic. Fixed player CheckMove logic.

This commit is contained in:
2026-08-24 19:46:04 -04:00
parent c1124a784d
commit e42b11c6fc
10 changed files with 279 additions and 73 deletions

View File

@@ -210,6 +210,22 @@ public sealed class AudioManager
_playerGunPool2.Add(BulletKind.ProtonMedium, new VariantSoundPool(protonMediumVariants, voicesPerVariant: 1, rng: _random));
_playerGunPool2.Add(BulletKind.ProtonLarge, new VariantSoundPool(protonLargeVariants, voicesPerVariant: 1, rng: _random));
_enemyGunPool2.Add(BulletKind.MinigunSmall, new VariantSoundPool(minigunSmallVariants, voicesPerVariant: 1, rng: _random));
//_enemyGunPool2.Add(BulletKind.MinigunMedium, new VariantSoundPool(minigunLargeVariants, voicesPerVariant: 1, rng: _random));
_enemyGunPool2.Add(BulletKind.MinigunLarge, new VariantSoundPool(minigunLargeVariants, voicesPerVariant: 1, rng: _random));
_enemyGunPool2.Add(BulletKind.LaserSmall, new VariantSoundPool(laserSmallVariants, voicesPerVariant: 1, rng: _random));
_enemyGunPool2.Add(BulletKind.LaserMedium, new VariantSoundPool(laserMediumVariants, voicesPerVariant: 1, rng: _random));
_enemyGunPool2.Add(BulletKind.LaserLarge, new VariantSoundPool(laserLargeVariants, voicesPerVariant: 1, rng: _random));
_enemyGunPool2.Add(BulletKind.PlasmaSmall, new VariantSoundPool(plasmaSmallVariants, voicesPerVariant: 1, rng: _random));
_enemyGunPool2.Add(BulletKind.PlasmaMedium, new VariantSoundPool(plasmaMediumVariants, voicesPerVariant: 1, rng: _random));
_enemyGunPool2.Add(BulletKind.PlasmaLarge, new VariantSoundPool(plasmaLargeVariants, voicesPerVariant: 1, rng: _random));
_enemyGunPool2.Add(BulletKind.ProtonSmall, new VariantSoundPool(protonSmallVariants, voicesPerVariant: 1, rng: _random));
_enemyGunPool2.Add(BulletKind.ProtonMedium, new VariantSoundPool(protonMediumVariants, voicesPerVariant: 1, rng: _random));
_enemyGunPool2.Add(BulletKind.ProtonLarge, new VariantSoundPool(protonLargeVariants, voicesPerVariant: 1, rng: _random));
}
private void LoadEnemyGunPool(ContentManager content)
@@ -392,6 +408,25 @@ public sealed class AudioManager
);
}
public void PlayEnemyFire(BulletKind bulletKind)
{
if (!_enemyGunLimiter.TryConsume())
return;
if (_enemyGunPool2.TryGetValue(bulletKind, out VariantSoundPool soundPool) == false)
return;
// Bullet sounds should be short + quiet-ish
float baseVol = 0.28f;
float vol = baseVol * RandRange(0.90f, 1.05f);
float pitch = RandRange(-0.07f, 0.07f);
soundPool.Play(
volume: Clamp01(MasterVolume * SfxVolume * vol),
pitch: pitch
);
}
public void PlayImpact()
{
if (!_impactLimiter.TryConsume()) return;